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  • TechEd Europe early bird saving &ndash; register by 5th July

    - by Eric Nelson
    Another event advert alert :-) But this one comes with a cautious warning. I spoke at TechEd Europe last year. I found TechEd to be a huge, extremely well run conference filled with great speakers and passionate attendees in a top notch venue and fascinating city. As an “IT Pro” I think it is the premiere conference for Microsoft technologies in Europe. However, IMHO and those of others I trust, I didn’t think it hit the mark for developers in 2009. There was a fairly obvious reason – the PDC was scheduled to take place only a couple of weeks later which meant the “powder was being kept dry” and (IMHO) some of the best speakers on developer technologies were elsewhere. But I’m reasonably certain that this won’t be repeated this year (Err… Have I missed an announcement about “no pdc in 2010”?) Enjoy: Register for Tech·Ed Europe by 5 July and Save €500 Tech·Ed Europe returns to Berlin this November 8 – 12, for a full week of deep technical education, hands-on-learning and opportunities to connect with Microsoft and Community experts one-on-one.  Register by 5 July and receive your conference pass for only €1,395 – a €500 savings. Arrive Early and Get a Jumpstart on Technical Sessions Choose from 8 pre-conference seminars led by Microsoft and industry experts, and selected to give you a jumpstart on technical learning.  Additional fees apply.  Conference attendees receive a €100 discount.   Join the Tech·Ed Europe Email List for Event Updates Get the latest event news before the event, and find out more about what’s happening onsite.  Join the Tech·Ed Europe email list today!

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Node.JS testing with Jasmine, databases, and pre-existing code

    - by Jim Rubenstein
    I've recently built the start of a core system which is likely going turn into a monster product. I'm building the system with node.js, and decided after I got a small base built, that It'd be a great idea to start using some sort of automated test suite to test the application. I decided to use jasmine, as it seems pretty solid and has a lot of features for stubbing spying and mocking methods and classes. The application has a lot of external data stores and api access (kestrel, mysql, mongodb, facebook, and more). My issue is, I've got a good amount of code written that I want to start testing - as it represents the underpinnings of the application. What are the best practices for testing methods/classes that access external APIs that I may or may not have control over? As an example, I have a data structure that fetches a bunch of data from a MySQL database. I want to test the method that retrieves the data; and I'm not sure how to go about it. I could test the fetch method which is supposed to return an array of objects, but to isolate the method from the database, I need to define my own fixture data. So what I end up doing is stubbing the mysql execution, and returning a static dataset. So, I end up writing a function that returns the dataset that makes my test pass. That doesn't seem to actually test the code, other than verifying a method is being called. I know this is kind of abstract and vague, it seems that the idea of testing is very much abstract though, so hopefully someone has some experience and can guide me in the right direction. Any advice, or reading I can do is more than welcomed. Thanks in advance.

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  • In Scrum, should you split up the backlog in a functional backlog and a technical backlog or not?

    - by Patrick
    In our Scrum teams we use a backlog, which mostly contains functional topics, but also sometimes contains technical topics. The advantage of having 1 backlog is that it becomes easy to choose the topics for the next sprint, but I have some questions: First, to me it seems more logical to have a separate technical backlog, where developers themselves can add pure technical items, like: we could improve performance in this method, this class lacks some technical documentation, ... By having one backlog, all developers always have to pass via the product owner to have their topics added to the backlog, which seems additional, unnecessary work for the product owner. Second, if you have a product owner that only focuses on the pure-functional items, the pure-technical items (like missing technical documentation, code that erodes and should be refactored, classes that always give problems during debugging because they don't have a stable foundation and should be refactored, ...) always end up at the end of the list because "they don't serve the customer directly". By having a separate technical backlog, and time reserved in every sprint for these pure technical items, we can improve the applications functionally, but also keep them healthy inside. What is the best approach? One backlog or two?

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  • How can I separate the user interface from the business logic while still maintaining efficiency?

    - by Uri
    Let's say that I want to show a form that represents 10 different objects on a combobox. For example, I want the user to pick one hamburguer from 10 different ones that contain tomatoes. Since I want to separate UI and logic, I'd have to pass the form a string representation of the hamburguers in order to display them on the combobox. Otherwise, the UI would have to dig into the objects fields. Then the user would pick a hamburguer from the combobox, and submit it back to the controller. Now the controller would have to find again said hamburguer based on the string representation used by the form (maybe an ID?). Isn't that incredibly inefficient? You already had the objects you wanted to pick one from. If you submited to the form the whole objects, and then returned a specific object, you wouldn't have to refind it later on since the form already returned a reference to that object. Moreover, if I'm wrong and you actually should send the whole object to the form, how can I isolate UI from logic?

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  • Oracle OpenWorld 2012 - Register Now - The Early Bird Gets the Reward

    - by Thanos
    Planning ahead is always a smart move, and it’s never been smarter than now. Register by July 13 for Oracle OpenWorld and save US$500 off the onsite fee. By acting now, you’ll guarantee yourself access to: 2,000-plus sessions Hundreds of demos Dozens of hands-on labs Daily keynote addresses Two vast Exhibition Halls What's more, you'll receive all this for hundreds of dollars less than if you register later. Get an inside line on the latest technology, learn how to optimize your existing systems, and ask questions directly to the strategists and developers responsible for the products you rely on every day to succeed at your company. If you’ve been to Oracle OpenWorld and are planning to attend again, it won’t pay to wait. And if this is your first time, here’s the opening you’ve been waiting for. Register today and save US$500 off the onsite fee. Discounts available to attendees completing registration by July 13, 2012, 11:00 p.m. (Pacific time). Discounts may not be combined with any other promotion, discount, reduced rate, or offer. Only one discount per attendee allowed. The Oracle OpenWorld and JavaOne Emerging Markets pass can be purchased at a discounted rate when attendees register and select countries within the EE, CIS & MEA regions from African Operations (except South Africa), Albania, Armenia, Azerbaijan, Bahrain, Belarus, Bosnia & Herzegovina, Bulgaria, Croatia, Czech Republic, Cyprus, Estonia, Egypt, FYR Macedonia, Georgia, Hungary, Iraq, Jordan, Kazakhstan, Kosoevo (formerly Republic of Yugoslavia), Kuwait, Kyrgyzstan, Latvia, Lebanon, Lithuania, Malta, Moldova, Montenegro, Oman, Palestine, Poland, Qatar, Romania, Russia, Saudi Arabia, Serbia, Slovakia, Slovenia, Tajikistan, Turkey, Turkmenistan, Ukraine, United Arab Emirates, Uzbekistan, and Yemen. Attendees from these countries will need to enter a  priority code as their discount code during the registration process, where they are prompted for a "Priority Code". Please contact your local A&C Manager or email us at partner.imc-AT-beehiveonline.oracle-DOT-com

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  • Use Network-Manager to Connect to a wifi Access Point on the command-line

    - by Stefano Palazzo
    I'd like to connect to a wireless access point from the command-line. ideally, I'd only need the name of the AP. But the hardware-address would work as well. I know I can use nmcli to connect to a managed network connection, but in my case, the access point may not be configured for Network-Manager yet (See the difference between the output of nm-tool and nmcli con). Example output of nmcli: Auto pwln 3a3d62b1-bbdf-4f76-b4d2-c211fd5cfb03 802-11-wireless [...] Wired Network aa586921-accf-4932-98c4-c873c310f08e 802-3-ethernet [...] Cisco-UDP Uni 7f94847b-04dc-40b7-9955-5246fb77cc65 vpn [...] T-mobile (D1) 867f345a-cbbf-4bd4-b883-a5e5ae0932f0 gsm [...] Example output of nm-tool: State: connected - Device: eth1 [Auto pwln] ---------------------------------------------------- [...] Wireless Access Points (* = current AP) *pwln: Infra, [...], Freq 2472 MHz, Rate 54 Mb/s, Strength 80 WPA WPA2 WLAN: Infra, [...], Freq 2422 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 [...] How do I connect to an access point that may or may not be known to NM? Extra: Finding out if the connection needs a pass-phrase, and submitting it on the command-line as well would be great too (that is to say It'd be nice if network-manager wouldn't pop open any keyring dialogues or errors on the gui)

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • Hosting WCF over internet

    - by user1876804
    I am pretty new to exposing the WCF services hosted on IIS over internet. I will be deploying a WCF service over IIS(6 or 7) and would like to expose this service over the internet. This will be hosted in a corporate network having firewall, I want this service to be accessible over the internet(should be able to pass through the firewall) I did some research on this and some of the pointers I got: 1. I could use wsHTTPBinding or nettcpbinding (the client is intended to be .net client). Which of the bindings is preferable. 2. To overcome the corporate I came across DMZ server, what is the purpose of this and do I really need to use this). 3. I will be passing some files between the client and server, and the client needs to know the progress of the processing on server and the end result. I know this is a very broad question to ask, but could anyone give me pointers where I could start on this and what approach to take for this problem.

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  • Does command/query separation apply to a method that creates an object and returns its ID?

    - by Gilles
    Let's pretend we have a service that calls a business process. This process will call on the data layer to create an object of type A in the database. Afterwards we need to call again on another class of the data layer to create an instance of type B in the database. We need to pass some information about A for a foreign key. In the first method we create an object (modify state) and return it's ID (query) in a single method. In the second method we have two methods, one (createA) for the save and the other (getId) for the query. public void FirstMethod(Info info) { var id = firstRepository.createA(info); secondRepository.createB(id); } public void SecondMethod(Info info) { firstRepository.createA(info); var key = firstRepository.getID(info); secondRepository.createB(key); } From my understanding the second method follows command query separation more fully. But I find it wasteful and counter-intuitive to query the database to get the object we have just created. How do you reconcile CQS with such a scenario? Does only the second method follow CQS and if so is it preferable to use it in this case?

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  • Optimization ended up in casting an object at each method call

    - by Aybe
    I've been doing some optimization for the following piece of code : public void DrawLine(int x1, int y1, int x2, int y2, int color) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color); } After profiling it about 70% of the time spent was in getting a context for drawing and disposing it. I ended up sketching the following overload : public void DrawLine(int x1, int y1, int x2, int y2, int color, BitmapContext bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, bitmapContext); } Until here no problems, all the user has to do is to pass a context and performance is really great as a context is created/disposed one time only (previously it was a thousand times per second). The next step was to make it generic in the sense it doesn't depend on a particular framework for rendering (besides .NET obvisouly). So I wrote this method : public void DrawLine(int x1, int y1, int x2, int y2, int color, IDisposable bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, (BitmapContext)bitmapContext); } Now every time a line is drawn the generic context is casted, this was unexpected for me. Are there any approaches for fixing this design issue ? Note : _bitmap is a WriteableBitmap from WPF BitmapContext is from WriteableBitmapEx library DrawLineBresenham is an extension method from WriteableBitmapEx

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • ArchBeat Link-o-Rama Top 20 for May 27-June 2, 2012

    - by Bob Rhubart
    The Top 20 most-clicked links as shared via my social networks for the week of May 27 - June 2, 2012. 10 Great WebCenter Sites Resources (FatWire) | John Brunswick Cloning a WebCenter Portal Managed Server | Maiko Rocha Identity Propagation across Web and Web Service 11g | Prakash Yamuna Oracle DB with OEM in Amazon Cloud | Frank Munz IT professionals: Very much the time to change our approach | Andy Mulholland Sorting and Filtering By Model-Based LOV Display Value | Steven Davelaar Enable Content editing of Iterative components |Stefan Krantz Complexity of Social Computing - Is it a Consideration for EAs? | Pat Shepherd Updating metadata in a WebCenter Content Presenter template | Yannick Ongena Eclipse DemoCamp - June 2012 - Redwood Shores, CA Roll Your Own Solaris Blogroll |  Larry Wake BI Architecture Master Class for Partners - Oracle Architecture Unplugged Sample External Login.jsp page for Oracle Access Manager 11g | Brian Eidelman 2012 Oracle Fusion Middleware Innovation Awards - Win a FREE Pass to Oracle OpenWorld 2012 in SF Application integration: reorganise, recycle, repurpose | Andrew Clarke RIDC Accelerator for Portal | Stefan Krantz Bay Area Coherence Special Interest Group (BACSIG) Meeting June 7 The Application Architecture Domain | Michael Glas Designing and Developing Cross-Cutting Features | Stephen Rylander Configuring the iPlanet as web tier for Oracle WebCenter Content (UCM) | Adao Junior Thought for the Day "Liberate yourself from that idea that people are watching you." — Russell Brand Source: Good Reads

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  • An ideal way to decode JSON documents in C?

    - by AzizAG
    Assuming I have an API to consume that uses JSON as a data transmission method, what is an ideal way to decode the JSON returned by each API resource? For example, in Java I'd create a class for each API resource then initiate an object of that class and consume data from it. for example: class UserJson extends JsonParser { public function UserJson(String document) { /*Initial document parsing goes here...*/ } //A bunch of getter methods . . . . } The probably do something like this: UserJson userJson = new UserJson(jsonString);//Initial parsing goes in the constructor String username = userJson.getName();//Parse JSON name property then return it as a String. Or when using a programming language with associative arrays(i.e., hash table) the decoding process doesn't require creating a class: (PHP) $userJson = json_decode($jsonString);//Decode JSON as key=>value $username = $userJson['name']; But, when I'm programming in procedural programming languages (C), I can't go with either method, since C is neither OOP nor supports associative arrays(by default, at least). What is the "correct" method of parsing pre-defined JSON strings(i.e., JSON documents specified by the API provider via examples or documentation)? The method I'm currently using is creating a file for each API resource to parse, the problem with this method is that it's basically a lousy version of the OOP method, as it looks exactly like the OOP method but doesn't provide any OOP benefits(e.g., can't pass an object of the parser, etc.). I've been thinking about encapsulating each API resource parser file in a publicly accessed structure(pointing all functions/publicly usable variables to the structure) then accessing the parser file code from within the structure(parser.parse(), parser.getName(), etc.). As this way looks a bit better than the my current method, it still just a rip off the OOP way, isn't it? Any suggestions for methods to parse JSON documents on procedural programming lanauges? Any comments on the methods I'm currently using(either 3 of them)?

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  • Pursuing violators of software license/copyright

    - by Dmitry Brant
    I've recently discovered a seller on eBay who is selling CDs with my (trialware) software on it. The seller is clearly trying to pass the software off as his own; he's copied all the verbiage from my software's website, except its actual name. This seller also sells a whole bunch of other CDs with free software for which he's misrepresenting authorship. For example, this listing contains screen shots that are obviously of the free program InfraRecorder. However, the name InfraRecorder or its authors aren't mentioned anywhere. Before I splurge on official legal assistance, does the community have any recommendations or past experiences with these kinds of matters? What's the best way to proceed, and at the very least, have the eBay listings taken down? Is it possible to reclaim the earnings from the sales of these CDs (not just for me, but for the other authors of the free software that this person is selling)? I realize that GPL'd software doesn't have any restrictions on "selling" the software, but this person has gone to great lengths to obfuscate the software's authorship, which is surely a violation of the license. (My software is not GPL; it's a custom license, and it does not permit redistribution of any kind without permission)

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  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

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  • How to manage focus for a small set of simple widgets

    - by Christoph
    I'm developing a set of simple widgets for a small (128x128) display. For example I'd like to have a main screen with an overlay menu which I can use to toggle visibilty of main screen elements. Each option would be an icon with a box around it while it is selected. Button (left, up, right, down, enter) events should be given to the widget that has "focus". Focus is a simple thing to understand when using a GUI, but I'm having trouble implementing this. Can you suggest a simple concept for managing focus and input events? I have these simple ideas: Only one widget can have focus, so I need a single pointer to that widget. When this widget gets some kind of "cycle" input (as in "highlight the next item in this list"), the focus is given to a different widget. a widget must have a way of telling the application which widget the focus is given to next. if a widget cannot give a "next focus" hint, the application must be able to figure out where the focus should go. Widgets are currently structured like this: A widget can have a parent, which is passed to the constructor. Widgets are created statically, as I want to avoid dynamic memory allocation (I only have 16kB of RAM and I'd like to have control over that). widgets have siblings, implemented as an intrusive linked list (they have a next member). A parent has a pointer to the head of its list of children. Input events are arguments to the widgets buttonEvent methods which can accept or ignore that event. If it ignores the event, it can pass the event to its parent. My Questions: How can I manage focus for these widgets? Am I making this too complicated?

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  • Force Blank TextBox with ASP.Net MVC Html.TextBox

    - by Doug Lampe
    I recently ran into a problem with the following scenario: I have data with a parent/child data with a one-to-many relationship from the parent to the child. I want to be able to update parent and existing child data AND add a new child record all in a single post. I don't want to create a model just to store the new values. One of the things I LOVE about MVC is how flexible it is in dealing with posted data.  If you have data that isn't in your model, you can simply use the non-strongly-typed HTML helper extensions and pass the data into your actions as parameters or use the FormCollection.  I thought this would give me the solution I was looking for.  I simply used Html.TextBox("NewChildKey") and Html.TextBox("NewChildValue") and added parameters to my action to take the new values.  So here is what my action looked like: [HttpPost] public ActionResult EditParent(int? id, string newChildKey, string newChildValue, FormCollection forms) {     Model model = ModelDataHelper.GetModel(id ?? 0);     if (model != null)     {         if (TryUpdateModel(model))         {             if (ModelState.IsValid)             {                 model = ModelDataHelper.UpdateModel(model);             }             string[] keys = forms.GetValues("ChildKey");             string[] values = forms.GetValues("ChildValue");             ModelDataHelper.UpdateChildData(id ?? 0, keys, values);             ModelDataHelper.AddChildData(id ?? 0, newChildKey, newChildValue);             model = ModelDataHelper.GetModel(id ?? 0);         }        return View(report);     }    return new EmptyResult(); } The only problem with this is that MVC is TOO smart.  Even though I am not using a model to store the new child values, MVC still passes the values back to the text boxes via the model state.  The fix for this is simple but not necessarily obvious, simply remove the data from the model state before returning the view: ModelState.Remove("NewChildKey"); ModelState.Remove("NewChildValue"); Two lines of code to save a lot of headaches.

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • The Oracle OpenWorld 2012 Call for Papers Closes April 9

    - by Kerrie Foy
    It is On! Oracle OpenWorld 2012 Call for Papers is closes April 9.   This year's OpenWorld event is September 30  - October 4, Moscone Center, San Francisco. Oracle OpenWorld is among the world’s largest industry events for good reason. It offers a vast array of learning and networking opportunities in one of the planet’s great cities.  And one of the key reasons for its popularity is the prominence of presentations by customers. If you would like to deliver a presentation based on your experience, now is the time to submit your abstract for review by the selection panel. The competition is strong: roughly 18% of entries are accepted each year from more than 3,000 submissions. Review panels are made up of experts both internal and external to Oracle. Successful submissions often (but not exclusively) focus on customer successes, how-tos, or best practices. http://www.oracle.com/openworld/call-for-papers/information/index.html What is in it for you? Recognition, for one thing. Accepted sessions are publicized in the content catalog, which goes live in mid-June, and sessions given by external speakers often prove the most popular. Plus, accepted speakers get a complimentary pass to Oracle OpenWorld with access to all sessions and networking events- that could save you up to $2,595! Be sure designate your session for inclusion in the correct track by selecting  “APPLICATIONS: Product Lifecycle Management from the Primary Track drop down menu. Looking forward to seeing you at this year's OpenWorld!

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  • How to get initial API right using TDD?

    - by Vytautas Mackonis
    This might be a rather silly question as I am at my first attempts at TDD. I loved the sense of confidence it brings and generally better structure of my code but when I started to apply it on something bigger than one-class toy examples, I ran into difficulties. Suppose, you are writing a library of sorts. You know what it has to do, you know a general way of how it is supposed to be implemented (architecture wise), but you keep "discovering" that you need to make changes to your public API as you code. Perhaps you need to transform this private method into strategy pattern (and now need to pass a mocked strategy in your tests), perhaps you misplaced a responsibility here and there and split an existing class. When you are improving upon existing code, TDD seems a really good fit, but when you are writing everything from scratch, the API you write tests for is a bit "blurry" unless you do a big design up front. What do you do when you already have 30 tests on the method that had its signature (and for that part, behavior) changed? That is a lot of tests to change once they add up.

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  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

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